

However, enemy design and level design is where nuDoom falls flat the most.Īrenas in beat ’em ups are usually flat, but they could create many unique encounters through mixing different enemy types. And instead of enemy placement, encounter design in nuDoom relies more on mixing different enemy behaviors. To allow the enemies and player to exert their newfound mobility, the layouts became more circular and vertical. But in nuDoom, the enemies (and the player) have more movement options. Trying to kill and trying to run past the enemies were equally risky.

To make up for the simple enemy AI, olDoom relied on placing the enemies by hand and designing the levels around them. You will spend most of your resources in the arenas where most of the enemies are, so this change makes sense. Long-term resource management through item placement shifted to short-term by having fallen enemies drop most of your resources. This was done to get around the Door Problem in olDoom and encourage aggressive play. In olDoom combat and exploration intertwined, but most combat in nuDoom takes place in locked-off arenas. DOOM (2016) plays nothing like DOOM (1993) (henceforth referred to as nuDoom and olDoom). But, that means there’s plenty to learn from its mistakes.įirst, some context. Unfortunately it also half-assed the execution. ĭOOM (2016) was the first game to mix character action design with first-person shooting. Join our discord for more in-depth gameplay discussion. Editor’s Note: This is another guest post by Durandal.
